#if UNITY_EDITOR
using UnityEngine;
public enum NamingStyle
{
    CustomSeparator,   // 按你原来的“分隔符/小写/折叠”规则
    KebabLower,        // kebab-case
    SnakeLower,        // snake_case
    SnakeUpper,        // SNAKE_CASE
    PascalCase,        // 大驼峰：PascalCase
    CamelCase,         // 小驼峰：camelCase
    TrainCase          // Train-Case（每个词首字母大写，用-连接）
}
[CreateAssetMenu(menuName = "Tools/Baidu Translate Settings", fileName = "BaiduTranslateSettings")]
public class BaiduTranslateSettings : ScriptableObject
{
    [Header("百度翻译 API")]
    public string appId = "20230802001767067";            // 在百度翻译开放平台创建应用获得
    public string secretKey = "Fwa3c8EQcjEV6yQakjIf";        // 密钥

    [Header("语言")]
    public string fromLang = "auto";
    public string toLang   = "en";

    [Header("范围")]
    public bool includeSubfolders = true; // 递归处理子文件
    public bool processFolders    = false; // 是否重命名文件夹（默认：否，避免路径变化）

    [Header("速率 & 日志")]
    [Tooltip("每次请求之间的等待毫秒，避免触发限流")]
    public int throttleMs = 150;
    public bool verboseLog = true;
    [Header("命名风格")]
    public NamingStyle namingStyle = NamingStyle.PascalCase;
    [Header("命名规则")]
    public bool lowerCase = false;              // 全部小写
    public bool replaceSpaceWithDash = true;    // 空格 -> -
    public string separator = "-";              // 分隔符
    public bool keepNumbers = true;
    public bool keepUnderscore = true;
    public bool keepDash = true;
    public bool collapseRepeatSeparators = true;
    public int  maxNameLength = 100;

    [Header("过滤")]
    public bool onlyWhenContainsChinese = true; // 仅当原名包含中文时才改名
    [Tooltip("仅处理这些扩展名（留空=全部），不含点，如：png、fbx、prefab")]
    public string[] onlyExtensions;
}
#endif